Camisards war: the scenarios
Missionnaires bottés et Camisards
The Camisads war
The scénarios

Find all characteristics for weapons and characters here.
Hypothetical scenarios
All the scenarios proposed here are played on a square table 120cm by side. Players can choose to play on a surface smaller or larger depending on the size of their group.Local quarrel
Two groups clash in a pitched battle. This scenario may be used for a fight between two rival groups within a village or while two armies meet in an open field.
- Setup: Each players roll 1D6. The one who gets the lowest score set up decor elements, and then the second player chose which side of the table he will use to deploy his group, to a depth of 12ps. Once he finish, the other player deploys his group. Each player then roll 1D6: the highest score starts the first turn of the game.
- Victory Conditions: the game go on until a group lmiss a rout test. The player who remains is the winner.
- Alternative: players may choose to play this scenario night. All lines of sight are then reduced to 12ps in clear terrain, dense terrain 6PS.
Ambush
One group choses a particularly advantageous position for assault a column of enemy troops. This scenario may be used for a battle between two groups, but also for the capture of a convoy, protected by one of the groups.
One group choses a particularly advantageous position for assault a column of enemy troops. This scenario may be used for a battle between two groups, but also for the capture of a convoy, protected by one of the groups.
- Setup: The players determine who will be the attacker and the defender. The attacker sets up the decor elements, then the defender chose the side of the table table where he deploys his group. No defender can not be deployed in less than 12ps from another table's edge. Once the defender has completed its deployment, the attacker can do the same. He can use all of the area to deploy his group, but no attacker can be deployed in less than 8ps from a defender. Each players roll 1D6, the highest score starts the first turn of the game.
- Victory Conditions: the game runs on 5 turns or until one player miss a rout test. Each players then win 1 victory point per opponent's miniature killed or routed at the end of the game. The player scoring the most points wins the victory party. Note that the players do not win any points for opponent's miniatures who left the area, routed or not.
- Alternative: the defender can protect a convoy (goods, personality or prisoners). He wins 10 points if the convoy leaves the area by the opposite side to the one chosen for its deployment.
Escape
A personality is captive in a building. Several of his colleagues come to release him and have already eliminated the guards, but, warned, the enemy has already sent reinforcements, who begin to surround the place. This scenario may be used to free a captive (attack of a jail), but also for an attack on a building where a group tries to escape (as the episode of murder of the priest of Chayla).
A group of Camisards is found then it is currently celebrating a cult in the desert. While sentinels gave the alarm, the men prepare their weapons.
A personality is captive in a building. Several of his colleagues come to release him and have already eliminated the guards, but, warned, the enemy has already sent reinforcements, who begin to surround the place. This scenario may be used to free a captive (attack of a jail), but also for an attack on a building where a group tries to escape (as the episode of murder of the priest of Chayla).
- Setup: the player who try to free a personality is the defender of this scenario. He sets up the decor elements: at least one building must be at the center of the gaming area. He choses a miniature in his group as the one to escape and place it inside the building. The rest of his group is also deployed inside the building or within a radius of 6ps from it. The attacker can then deploy his group. He can use the whole area, but no attacker can be deployed in less than 18ps of a defender. Each players roll 1D6, the highest score starts the first turn of the game.
- Victory Conditions: the game runs on 5 turns. The defender wins if he succeeds to escape, by any side of the gaming area, the personality to free or if the attacker misses his rout test. In other cases, the attacker wins.
- Special rule: defender's characters who are demoralized rout to the building (they return inside it).
- Alternative: using the rule of sentinels below, it is possible to play the preamble to this scenario, where the defender must reach to enter the building. In this case, the attacker comes into play the next round when the alert is given or after the defender entered the building.
A group of Camisards is found then it is currently celebrating a cult in the desert. While sentinels gave the alarm, the men prepare their weapons.
- Setup: the Camisard player is the defender of this scenario. He sets up the decor elements. He may designate up to a quarter of his group to be sentinels (who must be henchmen only). Sentinels are placed anywhere in the area and the rest of the defender is located in the center of the gaming area (on the assumption that they are hearing the preaching of a hero). The attacker chooses a side of the table to deploy, to a depth of 12ps. The attacker plays the first.
- Victory Conditions: the game runs until a group miss a rout test. The player who remains is the winner.
- Special rule: at the beginning of the game, the defender can only move his sentinels until the alert is given. The alert is given in one of these conditions: if a defender can see more than half of a attacker's miniatures at the end of his turn; if a shot is fired; if a defender survives to a round of close combat. As soon as the alert is given, the defender can plays normally his whole group.
Historical scenarios
These scenarios here are adapted from real events of the Camisards war. As for precedents, the recommended gaming area is a square of 120 cm by side, but players can choose to play on a larger surface.The murder of the priest of Chayla
The murder of the priest of Chayla in Pont-de-Montvert, July 24, 1702, is traditionally used as the start point of the Camisards war, known at the time as "Cevennes war".
The murder of the priest of Chayla in Pont-de-Montvert, July 24, 1702, is traditionally used as the start point of the Camisards war, known at the time as "Cevennes war".
- Setup: the gaming area is set up as indicated below. It is divided into two equal halves by a river. A bridge is in the center of the area, spans the river and overlooks the main street of a village that occupies a half of the area. The house of the priest of Chayla is in front of the bridge.
- Forces in presence: 200 to 300 points per side, to take in the lists of militias and Camisards, 1 priest for bourgeois militias.
- Deployment: the player puts the Catholic priest and a maximum of 4 other miniatures in the priest's house. The other miniatures are kept in reserve. The Camisards player divides his group in 2 equal halves. He deploys a half in a radius of 8ps from the house of the priest and the other half outside the village.

- Beginning and end of the game: the Catholic player begins the first round of the game. The game continues until one faction miss a rout test, the priest is killed or leave the gaming area. If the priest is killed, the Camisard player wins.
- Reinforcements: each round from the second, the Catholic player rolls 1D6 to check if reinforcements are available. See in the table below the needed result:
Turn | 2 | 3 | 4 | 5 |
Needed result (1D6) | 5+ | 4+ | 3+ | 2+ |
Reinforcements may enter through any side of the village (on the player's choice).
Christmas night
On 24 December 1702, the men of Jean Cavalier are surprised by the royal army when they celebrate Christmas at the "mas de Cauvy". Women and children are returned quickly and the two sides prepare to fight. This event is the first Camisard victory in a pitched battle.
On 24 December 1702, the men of Jean Cavalier are surprised by the royal army when they celebrate Christmas at the "mas de Cauvy". Women and children are returned quickly and the two sides prepare to fight. This event is the first Camisard victory in a pitched battle.
- Setup: In this scenario, the Camisard player is the defender. He choses a side of the gaming area to deploy and place a few houses (the "mas de Cauvy") as indicated on the map below (red square). The rest of the area represents woods, walls and paths that the player can place at his convenience The royal army is deployed along the opposite side (blue square).

- Forces in presence: 200 to 500 points per camp. The Catholics may include either militias bourgeois and french royal army.
- Beginning and end of the game: Each players roll 1D6, the highest result chooses whether he wants to deploy the first or not. If so, the other player starts the first turn and the game continues until one faction miss a rout test. The player who remains is the winner.
Burning the Cévennes
In September 1703, the decision is taken by the marshal of Montrevel to depopulate Cévennes. From September 30 until December 14, the camp marshal Julien enforces this policy by deporting and burning the villages serving of bases for Camisards.
In September 1703, the decision is taken by the marshal of Montrevel to depopulate Cévennes. From September 30 until December 14, the camp marshal Julien enforces this policy by deporting and burning the villages serving of bases for Camisards.
- Setup: each players set up a scenery element a their turn, respecting these constraints: the first third of the gaming area (the red square bellow), where the Camisard player will deploy, is representing a zone covered with some light covers (brush, rocaille, hills ...). The second third of the area between Camisards and Catholics side, contains many dense covers (wood, rocks, walls ...). The last third (the blue square bellow), the one of the Catholic player, contains the village houses to be evacuated.

- Forces in presence: 200 to 500 points per side, to take in the lists of the French royal army and Camisards.
- Deployment: the Camisard player places as he wishes 1D3+3 civilians in the village. The Catholic player receives as many additional soldiers than there are civilians present. These foot soldiers come in addition to the army that he constituted, they are free and have the standard equipment for this kind of character. These miniatures will allow him to organize the evacuation and the burndown of the village. The Catholic player deploys his troops first, in a deployment area of 8ps from his side. The Camisard player then do the same, in a deployment area of 8ps from opposite side.
- Beginning and end of the game: Each players roll 1D6, the highest score starts the first turn of the game. The game run on 5 turns or until one faction miss a rout test.
The Catholic player can burn houses (no matter whether they were evacuated or not). For this, the player must bring one of his miniature in contact with the building. During the shooting phase, he rolls 1D6: on a 4+, the fire takes and it's no longer possible to enter or leave the building for the rest of the game. The player can only attempt to set fire only once per turn and per character adjacent to a house. A character who tries to put the fire can not shoot in the same turn (but he can fight in close combat).
Each time a civilian is evacuated (he leaves the table by any side) or a building is burned, the Catholic player wins 1 point victory. Players also earn 1 point for each killed character. The side that successes to rout out the other wins 5 additional victory points.
At the end of the game, each player counts the number of victory points, the one who have the most wins.
The English landing of Sète
On July 24, 1710, with the cover of darkness, 1500 English sailors are landing. While Agde, poorly defended, is rendering to English on July 27, the battle is getting serious on July 28, while the English are plundering Sète.
On July 24, 1710, with the cover of darkness, 1500 English sailors are landing. While Agde, poorly defended, is rendering to English on July 27, the battle is getting serious on July 28, while the English are plundering Sète.
- Setup: The area represents on one one its half the village of Sète. The other half is the countryside: woods, hills, walls... Players alternately place the scenery elements.

- Forces in presence: 500 to 1000 points per side, to take in the lists of the French and British royal armies.
- Deployment: the English player is deployed in the village freely, then the French player did the same in a deployment area of 8ps from the opposite side of the gaming area.
- Beginning and end of the game: Each players roll 1D6, the highest score starts the first turn of the game. The game continues until one faction miss a rout test.
At the end of the game, each player counts the number of victory points, the one who have the most wins.

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